ZeroSpace 4e EN:Gifts: Difference between revisions

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| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Elusive|Elusive]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Elusive|Elusive]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn.
| class="alignleft"|The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Escape Artist|Escape Artist]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Escape Artist|Escape Artist]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character gains a +{{KM4_MAJOR_BONUS}} AV bonus against a grapple or a lasting power.
| class="alignleft"|Once per scene, the character can gain a +{{KM4_MAJOR_BONUS}} AV bonus against a grapple or a lasting power.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Famous|Famous]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Famous|Famous]]
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character may get attention, and perhaps favors, from strangers.
| class="alignleft"|The character may get attention, and perhaps favours, from strangers who recognize them.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Fascinating|Fascinating]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Fascinating|Fascinating]]
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character may get attention, and perhaps favors, from admirers.
| class="alignleft"|The character may get attention, and perhaps favours, from admirers.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Hard Target|Hard Target]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Hard Target|Hard Target]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may base their Ranged Combat defense (DV) on their Brawn rather than on their Agility.
| class="alignleft"|The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Headquarters|Headquarters]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Headquarters|Headquarters]]
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| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Leadership|Leadership]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Leadership|Leadership]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character can grant a +{{KM4_MAJOR_BONUS}} AV bonus or DV bonus to an ally.
| class="alignleft"|Once per scene, the character can grant a +{{KM4_MAJOR_BONUS}} AV bonus or DV bonus to one of their allies.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Lightning Strike|Lightning Strike]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Lightning Strike|Lightning Strike]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn.
| class="alignleft"|The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Linguist|Linguist]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Linguist|Linguist]]
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| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Perfect Recall|Perfect Recall]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Perfect Recall|Perfect Recall]]
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Once per scene, the character may perfectly remember any event, document, recording, etc., which the character has clearly seen or heard.
| class="alignleft"|Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Pro From Dover|Pro From Dover]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Pro From Dover|Pro From Dover]]
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character gains a +{{KM4_SKILL_BONUS}} AV bonus when answering a question or performing research related to their specialty.
| class="alignleft"|The character gains a +{{KM4_SKILL_BONUS}} AV bonus when answering a question or performing research related to a single narrowly-defined noncombat specialty.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Quick Change|Quick Change]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Quick Change|Quick Change]]
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character may change their entire outfit (or change into an Alternate Form) with a quick action.
| class="alignleft"|The character can change their entire outfit (or change into an Alternate Form) with a quick action.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Ranged Disarm|Ranged Disarm]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Ranged Disarm|Ranged Disarm]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can make a [[ZeroSpace_4e_EN:Actions#Disarming|disarming attack]] with a ranged weapon.
| class="alignleft"|The character can make a disarming attack with a ranged weapon.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Scrounger|Scrounger]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Scrounger|Scrounger]]
Line 157: Line 157:
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Second Identity|Second Identity]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Second Identity|Second Identity]]
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character has a legitimate second identity which will withstand even the most focused scrutiny.
| class="alignleft"|The character has a second, completely legitimate identity which will withstand even the most focused scrutiny.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Sharpshooter|Sharpshooter]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Sharpshooter|Sharpshooter]]
Line 165: Line 165:
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Sidekick|Sidekick]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Sidekick|Sidekick]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|If the sidekick is within short range of their mentor, their Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater.
| class="alignleft"|If the character is within short range (10 m) of their mentor, their Agility, their Brawn, and their Power Level are equal to their normal values, or their mentor's values, whichever is greater.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Team Player|Team Player]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Team Player|Team Player]]
Line 173: Line 173:
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Underwater Combat|Underwater Combat]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Underwater Combat|Underwater Combat]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may fight or use skills while underwater without incurring a penalty for it.
| class="alignleft"|The character can fight or use skills while underwater without the associated penalty.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Unsettling|Unsettling]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Unsettling|Unsettling]]
Line 189: Line 189:
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Whirlwind Attack|Whirlwind Attack]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Whirlwind Attack|Whirlwind Attack]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can make a sweep attack without incurring an AV penalty.
| class="alignleft"|The character can make a sweep attack without the associated penalty.
|-
|-
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Zero-G Combat|Zero-G Combat]]
| class="alignleft"|[[ZeroSpace_4e_EN:Gifts#Zero-G Combat|Zero-G Combat]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may fight or use skills while weightless without incurring a penalty for it.
| class="alignleft"|The character can fight or use skills while weightless without the associated penalty.
|}
|}


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The character can use [[ZeroSpace_4e_EN:Skills#Diplomacy|Diplomacy]] and [[ZeroSpace_4e_EN:Skills#Manipulation|Manipulation]] skills on animals. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV 12) Diplomacy or Manipulation roll to keep the animal from attacking.
The character can use [[ZeroSpace_4e_EN:Skills#Diplomacy|Diplomacy]] and [[ZeroSpace_4e_EN:Skills#Manipulation|Manipulation]] skills on animals. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV 12) Diplomacy or Manipulation roll to keep the animal from attacking.


Once per scene, A character with Animal Empathy can befriend a normal animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.
Once per scene, the character can befriend an animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.


A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +{{KM4_MAJOR_BONUS}} Action Value bonus on Diplomacy and Manipulation rolls when interacting with that animal type.
A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +{{KM4_MAJOR_BONUS}} AV bonus on Diplomacy and Manipulation rolls when interacting with that animal type.


===Attentive===
===Attentive===
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===Blindfighting===
===Blindfighting===


Normally, a character who can't perceive their opponent has [[ZeroSpace_4e_EN:Actions#Blinding_Attacks|great difficulty]] in combat. A character with Blindfighting can engage in combat normally while blinded or otherwise unable to perceive their opponent, without any associated penalties. This could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.
Normally, a character who can't perceive their opponent has [[ZeroSpace_4e_EN:Actions#Blinding_Attacks|great difficulty]] in combat. The character can engage in combat normally while blinded or otherwise unable to perceive their opponent, without any associated penalties. This could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.


===Blood Rage===
===Blood Rage===


Once per scene, the character can enter a trance-like state of bestial fury. While using Blood Rage, the character gains a +{{KM4_SKILL_BONUS}} AV bonus on all hand-to-hand attacks and a +{{KM4_SKILL_BONUS}} DV bonus against mental attacks. However, they incur a -{{KM4_SKILL_BONUS}} DV penalty in hand-to-hand and ranged combat. Blood Rage usually lasts until the end of the scene, but the character can end it sooner if they want to.
Once per scene, the character can enter a trance-like state of bestial fury. While using Blood Rage, the character gains a +{{KM4_SKILL_BONUS}} AV bonus on all hand-to-hand attacks and a +{{KM4_SKILL_BONUS}} DV bonus against mental attacks. However, they incur a -{{KM4_SKILL_BONUS}} DV penalty in hand-to-hand and ranged combat. Blood Rage usually lasts until the end of the scene, but the character can end it sooner if they want to.
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


===Connected===
===Connected===
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===Disarming Expert===
===Disarming Expert===


Normally, a character making a [[ZeroSpace_4e_EN:Actions#Disarming|disarming attack]] incurs a -3 AV penalty on this attack. A character with Disarming Expert can make a disarming attack without the associated penalty.
Normally, a character making a [[ZeroSpace_4e_EN:Actions#Disarming|disarming attack]] incurs a -3 AV penalty on this attack. The character can make a disarming attack without the associated penalty.


===Elusive===
===Elusive===


The character may base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.
The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.


===Escape Artist===
===Escape Artist===


A character with the Escape Artist gift is a slippery target. Once per scene, the character gains a +{{KM4_MAJOR_BONUS}} AV bonus against a grapple or a lasting power. The player may decide to gain the AV bonus before or after the dice are rolled.
Once per scene, the character can gain a +{{KM4_MAJOR_BONUS}} AV bonus against a grapple or a lasting power. The player may decide to gain the AV bonus before or after the dice are rolled.


===Famous===
===Famous===


The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity (or notoriety) may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers.
The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers who recognize them.


===Fascinating===
===Fascinating===


A character is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favours from admirers.
The character is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People may be more likely to cooperate with the character, and the character can sometimes gain favours from admirers.


===Hard Target===
===Hard Target===


A character with the Hard Target gift can take the hit and keep coming. The character may base their Ranged Combat defense (DV) on their Brawn rather than on their Agility. The player may choose which attribute to use on a case by case basis.
The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility. The player may choose which attribute to use on a case by case basis.


===Headquarters===
===Headquarters===
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===Leadership===
===Leadership===


A character with the Leadership gift excels at bringing out the best in others, and other people are more effective with the character than they are alone. Once per scene, the character can grant a +{{KM4_MAJOR_BONUS}} AV bonus or DV bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.
The character brings out the best in others. Once per scene, the character can grant a +{{KM4_MAJOR_BONUS}} AV bonus or DV bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.


===Lightning Strike===
===Lightning Strike===


A character with the Lightning Strike gift can deal devastating blows using speed and finesse. The character may base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.
The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.


===Linguist===
===Linguist===


A character with the Linguist gift is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.
The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.


===Mental Calculator===
===Mental Calculator===
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===Perfect Recall===
===Perfect Recall===


Once per scene, the character may perfectly remember any event, document, recording, etc., which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.
Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.


===Pro From Dover===
===Pro From Dover===


A character with the Pro From Dover gift can choose a specific, narrowly-defined professional, scholarly, or technical field in which they are an undisputed expert. When answering a question or performing research related to their specialty, they gain a +{{KM4_SKILL_BONUS}} AV bonus.
The character is an undisputed expert in a specific, narrowly-defined professional, scholarly, or technical field. When answering a question or performing research related to their specialty, they gain a +{{KM4_SKILL_BONUS}} AV bonus.


A character may only be the Pro From Dover in a single narrowly defined noncombat specialty, and each player character with the Pro From Dover gift should choose a different specialty.
Each player character with Pro From Dover should choose a different narrowly-defined noncombat specialty.


===Quick Change===
===Quick Change===


The character may change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. A character with Quick Change and the [[ZeroSpace_4e_EN:Powers#Alternate_Form|Alternate Form power]] can change forms once per round with a quick action.
The character can change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. A character with Quick Change and the [[ZeroSpace_4e_EN:Powers#Alternate_Form|Alternate Form power]] can change forms once per round with a quick action.


===Ranged Disarm===
===Ranged Disarm===


The character can make a [[ZeroSpace_4e_EN:Actions#Disarming|disarming attack]] with a ranged weapon. A ranged disarming attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a -{{KM4_SKILL_BONUS}} AV penalty on this attack.
The character can make a [[ZeroSpace_4e_EN:Actions#Disarming|disarming attack]] with a ranged weapon. A ranged disarming attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a -{{KM4_SKILL_BONUS}} AV penalty on this attack.
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


===Scrounger===
===Scrounger===


The character can survive off the grid, whether they are in the wilderness or in an urban environment. The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends. In a populated area, the character can always find useful items by asking around and keeping their eyes open.
The character can always find useful items by asking around and keeping their eyes open, whether they are in the wilderness or in an urban environment. The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends.


===Second Identity===
===Second Identity===


The character has a second, completely legitimate identity. The character's second identity is completely documented and will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.
The character has a second, completely legitimate identity which will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.


===Sharpshooter===
===Sharpshooter===


The character is adept at bypassing cover in ranged combat. The character gains a +{{KM4_SKILL_BONUS}} AV bonus in ranged combat against a target who is prone or who has cover.
The character gains a +{{KM4_SKILL_BONUS}} AV bonus in ranged combat against a target who is [[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]] or who has [[ZeroSpace_4e_EN:Actions#Cover|cover]].
 
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


===Sidekick===
===Sidekick===


The character is the sidekick of a more experienced character. If the sidekick is within short range (10 m) of their mentor, their Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.
The character is the sidekick of a more experienced character. If the character is within short range (10 m) of their mentor, their Agility, their Brawn, and their Power Level are equal to their normal values, or their mentor's values, whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.


===Team Player===
===Team Player===


The character excels at working with others. Once per scene, the character can gain a +{{KM4_SKILL_BONUS}} AV bonus when working as part of a team. The player may decide to gain the AV bonus before or after the dice are rolled.
The character excels at working with others. Once per scene, the character can gain a +{{KM4_SKILL_BONUS}} AV bonus or DV bonus when working as part of a team. The player may decide to gain the AV bonus before or after the dice are rolled.


===Underwater Combat===
===Underwater Combat===


If a character is underwater, they normally incur a -{{KM4_SKILL_BONUS}} AV penalty on any task or attack they attempt. The character may fight or use skills while underwater without incurring a penalty for it.
If a character is underwater, they normally incur a -{{KM4_SKILL_BONUS}} AV penalty on any task or attack they attempt. The character can fight or use skills while underwater without the associated penalty.


===Unsettling===
===Unsettling===
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===Whirlwind Attack===
===Whirlwind Attack===


Normally, when making a [[ZeroSpace_4e_EN:Actions#Sweep_Attacks|sweep attack]] (attacking everyone within reach of the character simultaneously), the attacker incurs an AV penalty equal to the number of targets. A character with Whirlwind Attack can make a sweep attack without incurring an AV penalty.
Normally, when making a [[ZeroSpace_4e_EN:Actions#Sweep_Attacks|sweep attack]] (attacking everyone within reach of the character simultaneously), the attacker incurs an AV penalty equal to the number of targets. The character can make a sweep attack without the associated penalty.


===Zero-G Combat===
===Zero-G Combat===


If a character is weightless, they normally incur a -{{KM4_SKILL_BONUS}} AV penalty on any task or attack they attempt. A character with the Zero-G Combat gift may fight or use skills while weightless without incurring a penalty for it.
If a character is weightless, they normally incur a -{{KM4_SKILL_BONUS}} AV penalty on any task or attack they attempt. The character can fight or use skills while weightless without the associated penalty.





Revision as of 08:42, 18 December 2022

Arrow up 16x16.png Contents

Gifts are exceptional abilities that a normal person can have, but that most people do not have. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Gifts which impact the setting directly, such as Headquarters and Wealthy, should receive more than the usual amount of GM consultation.

The character's first gift costs 1 character point. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, buying a fourth gift costs 4 points.


Table: Gift cost
Quantity Cost
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55


Typical Gifts

This is a list of typical gifts found in a ZeroSpace game. A character may have a gift not listed here, subject to GM approval. Any new gifts should be approximately as useful as these gifts.


Table (delete this heading later)

Table: Typical gifts
Gift Type Benefit
Animal Empathy Skills The character can use Diplomacy and Manipulation skills on animals.
Attentive Combat The character is unaffected by attempts to distract them.
Bag Of Tricks Skills The character carries a bag, a belt, or a backpack with a number of small, ordinary items.
Blindfighting Combat The character can engage in combat normally while blinded or otherwise unable to perceive their opponent, without any associated penalties.
Blood Rage Combat Once per scene, the character gains a +3 AV bonus on all hand-to-hand attacks, a +3 DV bonus against mental attacks, and a -3 DV penalty in hand-to-hand and ranged combat.
Connected Skills The character can attempt a DV 12 Presence + Diplomacy roll to get a favour from an old friend, rival, or former associate.
Disarming Expert Combat The character can make a disarming attack without the associated penalty.
Elusive Combat The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn.
Escape Artist Combat Once per scene, the character can gain a +Template:KM4 MAJOR BONUS AV bonus against a grapple or a lasting power.
Famous Skills The character may get attention, and perhaps favours, from strangers who recognize them.
Fascinating Skills The character may get attention, and perhaps favours, from admirers.
Hard Target Combat The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility.
Headquarters Skills The character has one or more bases of operation, and they can remember a nearby "safe house" with a DV 12 Reason + Survival roll.
Iron Fists Combat The character's unarmed hand-to-hand attacks deal Health damage equal to 1d6 + their Brawn.
Leadership Combat Once per scene, the character can grant a +Template:KM4 MAJOR BONUS AV bonus or DV bonus to one of their allies.
Lightning Strike Combat The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn.
Linguist Skills The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.
Mental Calculator Skills The character can solve complex mathematical operations by thinking about them briefly.
Minions Skills The character has one or more minor, mostly nameless lackeys of marginal usefulness.
Perfect Recall Skills Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard.
Pro From Dover Skills The character gains a +Template:KM4 SKILL BONUS AV bonus when answering a question or performing research related to a single narrowly-defined noncombat specialty.
Quick Change Skills The character can change their entire outfit (or change into an Alternate Form) with a quick action.
Ranged Disarm Combat The character can make a disarming attack with a ranged weapon.
Scrounger Skills The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends.
Second Identity Skills The character has a second, completely legitimate identity which will withstand even the most focused scrutiny.
Sharpshooter Combat The character gains a +Template:KM4 SKILL BONUS AV bonus in ranged combat against a target who is prone or who has cover.
Sidekick Combat If the character is within short range (10 m) of their mentor, their Agility, their Brawn, and their Power Level are equal to their normal values, or their mentor's values, whichever is greater.
Team Player Combat Once per scene, the character can gain a +Template:KM4 SKILL BONUS AV bonus when working as part of a team.
Underwater Combat Combat The character can fight or use skills while underwater without the associated penalty.
Unsettling Skills The character can gain a +Template:KM4 SKILL BONUS AV bonus on Manipulation skill rolls pertaining to intimidation and interrogation.
Vehicles Skills The character has an assortment of vehicles, and they can remember a vehicle they have stored nearby with a DV 12 Reason + Survival roll.
Wealthy Skills If a problem can be solved by throwing money at it, the character can probably solve that problem.
Whirlwind Attack Combat The character can make a sweep attack without the associated penalty.
Zero-G Combat Combat The character can fight or use skills while weightless without the associated penalty.

Animal Empathy

The character can use Diplomacy and Manipulation skills on animals. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV 12) Diplomacy or Manipulation roll to keep the animal from attacking.

Once per scene, the character can befriend an animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.

A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +Template:KM4 MAJOR BONUS AV bonus on Diplomacy and Manipulation rolls when interacting with that animal type.

Attentive

The character is unaffected by attempts to distract them.

Bag Of Tricks

The character carries a bag, a belt, or a backpack with a number of small, ordinary items. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.

Blindfighting

Normally, a character who can't perceive their opponent has great difficulty in combat. The character can engage in combat normally while blinded or otherwise unable to perceive their opponent, without any associated penalties. This could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.

Blood Rage

Once per scene, the character can enter a trance-like state of bestial fury. While using Blood Rage, the character gains a +Template:KM4 SKILL BONUS AV bonus on all hand-to-hand attacks and a +Template:KM4 SKILL BONUS DV bonus against mental attacks. However, they incur a -Template:KM4 SKILL BONUS DV penalty in hand-to-hand and ranged combat. Blood Rage usually lasts until the end of the scene, but the character can end it sooner if they want to.

Remember that only the highest bonus applies, but penalties are cumulative.

Connected

"I know some people." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 12) Presence + Diplomacy roll to see how their contact receives them.

Expert Tip: Failure should never make the game less interesting.

Disarming Expert

Normally, a character making a disarming attack incurs a -3 AV penalty on this attack. The character can make a disarming attack without the associated penalty.

Elusive

The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.

Escape Artist

Once per scene, the character can gain a +Template:KM4 MAJOR BONUS AV bonus against a grapple or a lasting power. The player may decide to gain the AV bonus before or after the dice are rolled.

Famous

The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers who recognize them.

Fascinating

The character is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People may be more likely to cooperate with the character, and the character can sometimes gain favours from admirers.

Hard Target

The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility. The player may choose which attribute to use on a case by case basis.

Headquarters

The character has one or more bases of operation, equipped with supplies, workshops, and equipment reasonable for the character's background and skills. If the character is a member of a team, the headquarters might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.

Additionally, the character can make a moderately difficult (DV 12) Reason + Survival roll to remember a "safe house" or a cache of supplies nearby, wherever they happen to be.

Iron Fists

Normally, an unarmed hand-to-hand attack deals points of Endurance damage equal to the character's Brawn. The Iron Fists gift makes the character's hand-to-hand normal attacks deal points of Health damage and adds 1d6 to the damage. Making an unarmed normal attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls damage equal to 1d6 + their Brawn. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

Leadership

The character brings out the best in others. Once per scene, the character can grant a +Template:KM4 MAJOR BONUS AV bonus or DV bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.

Lightning Strike

The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.

Linguist

The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.

Mental Calculator

The character can solve complex mathematical operations by thinking about them briefly. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.

Minions

The character has an assortment of minor, mostly nameless lackeys of marginal usefulness. Such minions might be guards, administrative staff, or technicians to keep the character's equipment in proper working order. Minions are primarily a convenience for the GM and a fun asset for the character. They are not generally useful in combat.

There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are.

Perfect Recall

Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.

Pro From Dover

The character is an undisputed expert in a specific, narrowly-defined professional, scholarly, or technical field. When answering a question or performing research related to their specialty, they gain a +Template:KM4 SKILL BONUS AV bonus.

Each player character with Pro From Dover should choose a different narrowly-defined noncombat specialty.

Quick Change

The character can change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. A character with Quick Change and the Alternate Form power can change forms once per round with a quick action.

Ranged Disarm

The character can make a disarming attack with a ranged weapon. A ranged disarming attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a -Template:KM4 SKILL BONUS AV penalty on this attack.

Remember that only the highest bonus applies, but penalties are cumulative.

Scrounger

The character can always find useful items by asking around and keeping their eyes open, whether they are in the wilderness or in an urban environment. The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends.

Second Identity

The character has a second, completely legitimate identity which will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.

Sharpshooter

The character gains a +Template:KM4 SKILL BONUS AV bonus in ranged combat against a target who is prone or who has cover.

Remember that only the highest bonus applies, but penalties are cumulative.

Sidekick

The character is the sidekick of a more experienced character. If the character is within short range (10 m) of their mentor, their Agility, their Brawn, and their Power Level are equal to their normal values, or their mentor's values, whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.

Team Player

The character excels at working with others. Once per scene, the character can gain a +Template:KM4 SKILL BONUS AV bonus or DV bonus when working as part of a team. The player may decide to gain the AV bonus before or after the dice are rolled.

Underwater Combat

If a character is underwater, they normally incur a -Template:KM4 SKILL BONUS AV penalty on any task or attack they attempt. The character can fight or use skills while underwater without the associated penalty.

Unsettling

The character is able to put off a disturbing vibe that makes people and animals nervous. The character can gain a +Template:KM4 SKILL BONUS AV bonus on Manipulation skill rolls pertaining to intimidation and interrogation.

Vehicles

The character has an assortment of vehicles at their disposal. If the character is a member of a team, the vehicles might be shared with the other team members, at the player's discretion. A vehicle is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.

Additionally, the character can make a moderately difficult (DV 12) Reason + Survival roll to remember a vehicle they have stored nearby, wherever they happen to be.

Wealthy

If a problem can be solved by throwing money at it, the character can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth.

Whirlwind Attack

Normally, when making a sweep attack (attacking everyone within reach of the character simultaneously), the attacker incurs an AV penalty equal to the number of targets. The character can make a sweep attack without the associated penalty.

Zero-G Combat

If a character is weightless, they normally incur a -Template:KM4 SKILL BONUS AV penalty on any task or attack they attempt. The character can fight or use skills while weightless without the associated penalty.